Base Class: Wizard
Many may see necromancy as an evil source of magic and although most necromancers do wield their strange magic with evil intent, some of them are not blinded by this darkness. These few are called Pure Necromancers. Although not very different from other Necromancers in terms of capabilities, these wizards have a different way of seeing things. For them, Necromancy is the magic of unlife and not of undeath. They seek to give to the living what the dead couldn't. They see corpses as treasures and gifts, not as mindless minions and even if the magic they use is the same, they add their own good will to it, gifting their energy to those in need.
Pure Necromancers are a rare sight to see and for a reason. They are so scarce that they hide in order to evade the judgement of others but, when evil magic is used, White Necromancers always answer the call. They are often referred to as Late or Dark healers, but nonetheless, they act as they must and continue gifting to others what the dead can offer, at the price of their reputation as wizards and as members of society.
The School of Pure Necromancy welcomes anyone with a good heart. Anyone who is willing to give everything and get nothing in return. None of them bear any mark of hatred or malignent intent as they chose to follow a code of ethics and rules to learn how to turn Necromancy into a force of life instead of undeath. However, if a White Necromancer would come to break its own code of ethics and bear evilness in their magic, they would then turn into a normal necromancer or even worse, into an Abyssal Necromancer, losing all their abilities linked to their good will and falling into deeper darkness.
Pure Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. In addition, you can now inscribe and copy spells from the cleric spell list the same way you could for wizard spells. You must still use the time and money for transcribing scrolls and can choose them for the spells you gain each level.
Reap what has been sowed
At 2nd level, you gain the ability to gather the remaining forces of the fallen. When a creature dies within 30 feet of you, you can use your reaction to heal a creature within 30 feet of you. The healing equals your Wizard level.
Unlife Servitude
Upon reaching 6th level, you add the Animate Dead spell into your spellbook, if you already have it, you may choose another 3rd level spell to add to your spellbook. this spell doesn't count against the number of spells you can prepare. In Addition, if the zombie or skeleton you raise are willing, you instead raise them as Will-o'-Wisps. These creatures now have a lawful neutral alignement and the spell then acts as normal.
To know if the spirit is willing, you either need to have a strong connection to the being (ancestor, lover, comrade, sibling, etc...). If you do, they might become Will-o'-Wisps without you even having to ask them. If you don't have this emotionnal bond with them, you must ask the being using the Speak With Dead spell.
Gifted by Undeath
Beginning at 10th level, you have resistance to necrotic damage. In addition, whenever a creature takes necrotic damage, you can use your reaction to either heal the creature for the same amount of hit points or add yout spell attack bonus to the damage dealt.
Light in the Dark
Upon reaching 14th level, you have now mastered the good within your dark powers. As an action, you can detonate an undead under your control, releasing their soul once and for all. By doing so, you release a wave of necromantic energy in a 30-foot radius around the undead. You may choose a number of creatures equal to your intelligence modifier to either gain temporary hit points equal to your wizard level or you can force them to make a constitution saving throw, taking a number of necrotic damage equal to your wizard level + your proficiency bonus and be blinded for a minute on a failed safe or half as much damage and aren't blinded on a success.
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